Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

Thursday, December 1, 2011

Re: Callan, snakes and ladders

I assumed that Ron meant something like, "following the carrot of reward [in whatever game he was talking about; i forget] does not actually incentivize exploring the game further."

In Chronica Feudalis (a historical-medieval adventure game that stole Aspects from the FATE system), there are only two sources of currency or character improvement. One of them involves Aspects: if you let your character's Aspects be turned against him/her, you get a reward which can only be spent to activate OTHER Aspects, yours or that of the scene (like weather and stuff) or that of other characters.
So, it's basically a zero-sum game for the players: every time they let themselves be kicked around a bit, they can do the exact same thing to someone else. It's all very GM-led (the GM has infinite Aspect tokens), and this isn't to say it's not fun, but you don't really change or develop from this - you're just poking and prodding at what's in front of you. Pure Exploration of character and situation, no inherent moral or ethical dimension at all (so no "native" support for Narrativism), and honestly the fact that the GM has infinite Aspect-tokens (or whatever they're called) means that there's no way in hell this game is "battle-tested" as a good supporter for Gamist play, as GM/player competition is hopelessly one-sided -- the GM can spam your Aspect: Self-Defeating til the cows come home.

So - second reward system: skill training. This one is actually a very different sort of Simulationist logic - - while Aspects are actually a pretty neat way to chew the scenery and Explore being a medieval person, skill training relies on the logic of "game-system-as-physics" - that is, the idea that the rules must accurately reflect the way cognitive, physical, and institutional processes *actually function* inside the game-world.
Going off to a trainer does fuck-all to add to your Exploration of being a medieval person other than to give you ... Exploration of what it's like to go to school as a medieval person. Given that there is very little focus as to what one "does" in Chronica Feudalis, I suppose a game that centered around training facilities, or at least featured them meaningfully, could play to the game's apparent natural points of focus. But this is meeting a good-but-uninformed design a good deal more than halfway :)

[EDIT: my bad! Turns out I had only read the advancement rules about halfway through. Here's how it works:
1- you train with a mentor or by yourself, turning one of your skills into an "in-training" skill.
2- you go out and use that skill in a scene "where something is at stake" (quoth the rules)
3- either make a skill check for that skill, or make a skill check of your trainer's skill - - ChronFeud skills use a die-step system, so your skill's rating is in the form of a d-whatever. Thus, improving a d6-rated Swordsmanship skill would require a 6 or higher on whatever skill check you use, so training with a.. trainer who is better than you would make more sense than training alone, especially when you get to higher levels of ability.
4- once you successfully improve a skill thus, it is no longer "in training" until you do this all over again
I admit, that actually makes some good sense, from the perspective of a Sim-style "game-rules-as-game-physics" approach.]

At this moment, it seems that I have a much better idea of what Reward Systems are: they are the system's internal structures that encourage you to play the game a certain way (design intent made manifest). If you want to play the game a different way, it usually goes one of two ways:

1- the game fights you, actively hampering your ability to play the game you were "hoping for". Such games cannot be Drifted without extensive reworking of existing rules. White Wolf games come to mind; I'm no fan of the Humanity system, the Paradox system, any of it, because it doesn't do what it's trying to do in a way that actually helps me explore the themes I see lying dormant in that content. Sorcerer does Humanity better by a country mile than Vampire could ever hope for.

2- the game just lies there, forcing you to bring your Creative Agenda with you in a suitcase, so to speak - that is, the rules are open or sparse enough (in terms of what CA you were hoping to engage in) that you can work entirely on the level of the fiction to make things happen. That is, in the case of ChronFeud and Narrativism, if you write up a few leading questions for PC creation in order to tease out a Kicker or two and some intra-party juiciness, you can use these answers (much as Apocalypse World does) to "kick off" play in the right direction for what you want. AW, however, does it a fair sight better in that it combines the leading questions with a LOT of tools for the MC to keep things moving. Without those tools (present in the system or present in the group's skillset), there may be a fair bit of difficulty keeping things going once the initial "steam" of those Leading Questions runs out.

[EDIT: despite my corrections above, I stand by this second point, here. The only thing that the training system adds to the game is a sense of explicit, in-fiction cause and effect for improving your character's abilities. Many, many other games get by just fine without approaching char-improvement in this way, even games that are "fiction-first" like Apocalypse World.
I think a group's time and energy are better spent paying such close attention to the consequences of their actions with regard to the fiction and its internal "logic"; I know that this attitude reflects my own play priorities, though, and if you like this sort of thing, go for it, but I will politely decline any invitation to join in ^__^]

Saturday, September 19, 2009

Derailed by Game Night

So I checked out the weekly Thursday indie/small press game night in Falls Church, at the Compleat Strategist.
It was awesome.

I played Spirit of the Century - amazing! I don't have too much time to get into a whole thing about how it went, but to be fair, we didn't get much further than character creation before I had to jet. Still, the highly collaborative nature of character creation was some hot bees, lemme tell ya. Also, my character was based very heavily on the Kriegaffe from the Hellboy comics - imagine a steampunk cyborg ape, raised by Nazis. Good times.

I also just got Shock: Social Science Fiction (v. 1.2), which looks really exciting - the references to Children of Men (see it!) make it all the more interesting for, like Ron Edwards said, doing sci-fi where the fiction is really about something cool and meaningful (that's more or less what
he said).

Looking back at how Questing Beast went - the players came up with interesting characters, and we spent two hours with a Saxon raid on a village. I wasn't a huge fan of the highly individualized chargen, which sabotaged our brainstorming on how to include the characters in each others' sagas.
The very concept of parallel, individual sagas (Polaris does this too, though I haven't played it yet and can't materially claim that this is what it does in practice) feels like the antithesis of the "Guest Starring..." feature in SotC's chargen - you actually devise some adventure that your protagonist has already gone through, and you randomly determine another protagonist who "guest stars" in your tale. It's totally badass, and really draws the characters together (not to mention taking full advantage of the whole group's creativity; wha-chaa!)

We have another session tomorrow; I'll see what the group thinks of the game so far, how they rate it, likes and dislikes, etc., and then see how the session goes, if we end up doing it.
I say "if" because SotC really opened up my head and showed me cool new things you can do with an RPG to get that creativity pot bubbling; I may buy Dogs in the Vineyard soon to check out their sweet, awesome see-and-raise conflict resolution rules, which sound really neat.

Monday, February 23, 2009

Mask of the Emperor - intro and classes

Mask of the Emperor!

A game of honor, imperial glory, and servility


For fun and color, I’ll go ahead and use the term “The Emperor” to refer to the game master and “tale” to refer to the campaign (or a series of sessions, if this is new to you). You could call each session a “chapter”, if you like, but the whole text is already filled with the more general term, it’s less confusing, and it comes up less often.


The point of all this: Mask of the Emperor posits a culture in which real, tangible power comes about from currying the favor of the Emperor Himself; as such, those whom He does not find pleasing must do without this power, and there are some who find the very idea of fulfilling His whims to be degrading, or limiting, or at odds with a virtuous life. There are the honorable, and then there is everyone else. Who are you, how do you feel about all this, and why? That is what we try to figure out in every play session.


A few words on the setting: the Glorious Godlike Emperor sits ensconced upon His throne, at the center of His court, hearing the pleas of the great Noble Houses. But He does not listen directly, nor does He share His thoughts with His subjects; that falls to the Heralds, slaves and non-persons so attuned to the powers of the mind that they can open themselves to the wishes of their House masters and to the Emperor Himself. Beyond the court lie the Noble Houses, the Fallen Houses, noble and peasant, wise monk and awful sorcerer. Further beyond lie foreign lands in the clutches of barbarians; they know nothing of honor, and sully themselves in heathen practices, but they, too, might enter the Emperor's good graces, should they so aspire.


Players in Mask of the Emperor must ask themselves: will I curry the Emperor's favor, and be rewarded with His highest honors? Will I tread the opposite path, the way of foul sorceries? Do I care about power; is it important to me? Proud bushi, inhuman Heralds, blasphemous wizards, and common criminals all hold different answers to these questions, different ideas about their world. What do you think?


Character Creation

  1. Choose a category for your PC: Honorable, Dishonorable, or Aloof.

Honorable characters are just that: they are from respectable families, or are employed by such people, and the Emperor gives them higher respect and praise than anyone because of this. In game terms, Honorable characters have access to temporary and permanent Honor dice, which mean that your good reputation will grant you tangible results in play. But if you’re caught doing something disgraceful, it could get taken away! Watch out: in some places, like the criminal underground, the Imperial frontier, or the depths of a monastery, Honor doesn’t function. The people around you have to appreciate the meaning of the Emperor’s favor for that power to make manifest.


Dishonorable characters come in two basic varieties: imperial subjects who have sullied themselves, and dirty foreigners. Whether you are a criminal or a member of a disgraced Noble Household, it matters not – you must demonstrate your willingness to serve the Empire if you ever wish to re-enter the Emperor’s good graces and make a worthy name for yourself. If you are a foreigner, one of the Hairy Barbarians, you must prove that your race is not a handicap when it comes to virtue and good conduct. In game terms, Dishonorable characters are unable to gain any Honor dice whatsoever until they do something the Emperor would find commendable. Once they do that, they can become Honorable characters. On the other hand, if you’re never Honorable to begin with, it can’t be taken away from you; just saying.


Aloof characters are either deliberately neutral, removed from all the petty squabbling over the Emperor’s approval, or they are so bizarre and arcane in their behavior that they are completely off the radar. This includes monks and sorcerers, respectively. It also includes Heralds, the Emperor’s personal retinue of psychic courtier-slaves. They’re excluded from Honor because of their incredibly menial status, which is explained in greater detail below.


  1. Choose a role, based on your choice in #1.

Honorable choices: Bushi, Sage, Artisan, Courtier

Bushi – a warrior-aristocrat. Equally the courtly gentleman and ruthless swordsman and general, bushis are expected to honorably lead and support their Noble House in both war and diplomacy. They can only fight honorably with swords, specifically swords forged for noble combat; anything less is shameful. (Role skills: Command, Propriety, Dueling)

Sage – a retired bushi. Their days in the court and on the battlefield are over, so these Honored Grandfathers (as any respectable-looking old man might be called) spend their time in contemplation and artistic endeavors. They practice katas, stylized swordplay rituals, to keep their bodies and their minds honed. They are revered, but sometimes ignored, as well. Alternately, sages could be odd-duck noble children who prefer poetry and the kata to courtly intrigue and battlefield glory. (Role skills: Philosophy, Craft, Dueling)

Artisan – a craftsman or specialist. What Noble House could function without scores of such workers, constantly honing their craft for the greater good of the House? Most artisans fall into one of two camps: those who make useful things and those who make beautiful things. This is not a constraint on character ability so much as it is a rough guide to deciding what your character’s on about. (Role skills: Craft, Command, Propriety)

Courtier – a noble who is dedicated to courtly life. There’s a place for generals and warriors, but the aristocracy is more than just the Emperor’s army. They provide the social life of the Empire as well, and seek ways to resolve conflict without bloodshed. The courtly life is not without its pitfalls, however, and many courtiers work not for the betterment of the Empire but simply their own fortunes (or those of their House). (Role skills: Face, Propriety, Command)

Dishonorable choices: Hairy Barbarian, Outlaw, Outcast

Hairy Barbarian – a scraggly savage from beyond the Empire. They are found by the score on the battlefield, but Hairy Barbarians aren’t always the enemy. They’re simply outsiders, which puts them in a vulnerable position, but they also have some degree of social license to be as coarse, vulgar, and hairy (of course) as they please. There are some among them who decide to serve the Empire; these worthy few are the reason behind the Imperial attitude of “crude and useful beats polite and purposeless”. They have strange clothes, customs, gods, and ethics; these should be up to the play group to determine, but I advise playing the name of this role to the hilt if you need some inspiration. (Role skills: Banditry, Face, Command)

Outlaw – any criminal, of any kind. You can be a rebel, a burglar, a thug, a political revolutionary, a vagabond, whatever you want. A good question to ask yourself is, “What did my character do to become an outlaw?” In the intensely authoritarian society of the Empire, this is not a claim to fame, but a liability. Of course, on the flip-side, just because you broke the law doesn’t make you an evil person, and brings up questions about the whole idea of “just law”. Were you framed? Are you an Asiatic Robin Hood? Are you urban or rural? A citizen or a foreigner? Solo or organized? Most importantly: do you feel that you have an agenda or purpose beyond your own enrichment? (Role skills: Banditry, Face, Craft)

Outcast – a disgraced member of a Noble House or a member of a disgraced Noble House. Are you a black sheep or is your whole flock a different color? Something happened to alienate you or you and your House from society, and now you have to live with that. What happened to you, exactly? You’re still afforded the minimum deference befitting noblemen, but it’s hollow and formal, at best. Aside from that, you correspond roughly to one of the Honorable character roles, in terms of your concept. (Role skills: Dueling, Face, Command)

Aloof choices: Monk, Sorcerer, Herald

Monk – or nun, if you prefer. The religion of the Empire is purposefully undefined; in general, it’s up to the play group to figure out the particulars of practice and belief. But one certainty is this: the monastic traditions of the Empire go beyond the stuffy, egotistical pseudo-ethics of the nobility; they strive, as many peasants do, to live out holy virtues free from concerns over power and respectability. Monks and nuns are permitted the same sort of directness and brutal honesty afforded to sages, but it does not sully them to act upon it freely; they’re able to truly speak as they wish, and no one can mock them for it without mocking the institution they represent. They can also defend themselves using any means they wish, wielding a complex martial art known as The Way, which emphasizes improvisation, pugilism, and turning an opponent’s force against him. Monks are outside the considerations of Honor, but they are bound by the rules of their order; to violate these rules too freely and too gravely is to risk expulsion! Be sure to come up with a few rules, if you like; nothin' fancy or unique, necessarily, just a few expectations for all members. (Role skills: The Way, Philosophy; choose between Craft and Command)

Sorcerer – the Glorious, Godlike Emperor imbues all worthy subjects with the mystic power of His favor and prestige; this manifests in the form of Honor. But what if you don’t want any part of that system? There are ways, black Arts, forbidden practices that you can indulge in to amass personal power without being accountable to anyone. That is sorcery. Rules for how sorcery works, compared to other skills, is explained elsewhere in some moderate detail. The actual powers you possess can take any form you wish, and are described by you, the player, as a particular dice-rolling challenge resolves; devil-worship, communing with spirits, powers of the elements… it’s up to you. Remember this: in the eyes of the people, you’re usurping the role of both Heaven and of the Glorious Emperor; if you’re seen publicly using sorcery, don’t expect to make any friends, and a lynch mob might just form to do something about you. (Role skills: Sorcery, Face, Craft)

Herald – the psychic slaves of the Noble Houses and the Emperor. They exist to serve as proxies and mouthpieces for their masters during Dishonor Challenges, but when not at court, they have limited lives of their own. They are considered non-persons by society, and are not subject to the rules of decorum and reputation, but their absolute loyalty is imperative. They are forbidden to ever use violence, and violating this law will very likely result in the death or castration of the Herald in question; however, they are protected by the power of the House they serve, or that of the Emperor Himself. Their heads are shaved, with a single long braid running down the back or side; they also bear a large, colorful tattoo just above their foreheads that indicates the affiliation of their masters. Heralds can be as rude, callous, and loose-tongued as they wish towards peasants, labor-slaves, and other menials, but more for the power of their masters than any actual respect afforded them personally. Important: Heralds know their master’s mind, and are able to directly voice the words of their masters at a moment’s notice; this makes them suitable proxies for Dishonor Challenges. The play group should decide if they have any free will of their own while channeling their masters: are they simply an amplification device in this state, or do their masters’ words appear in their minds for them to then deliver? (Role skills: Face, Command*, Propriety)


*=consider the marginal status of Heralds when deciding how they use this skill. While peasants and foreigners might follow a Herald who has some good ideas, bushi and other Honorable characters might sooner roll around in the gutter than submit to the orders of a Herald. They are lowly, indeed, in the eyes of the nobility.